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itemdef.h « src - minetest.git - modified minetest for gpcfs purposes
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/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
Copyright (C) 2013 Kahrl <kahrl@gmx.net>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#ifndef ITEMDEF_HEADER
#define ITEMDEF_HEADER
#include "irrlichttypes_extrabloated.h"
#include <string>
#include <iostream>
#include <set>
#include "itemgroup.h"
#include "sound.h"
class IGameDef;
struct ToolCapabilities;
/*
Base item definition
*/
enum ItemType
{
ITEM_NONE,
ITEM_NODE,
ITEM_CRAFT,
ITEM_TOOL,
};
struct ItemDefinition
{
/*
Basic item properties
*/
ItemType type;
std :: string name; // "" = hand
std :: string description; // Shown in tooltip.
/*
Visual properties
*/
std :: string inventory_image; // Optional for nodes, mandatory for tools/craftitems
std :: string wield_image; // If empty, inventory_image or mesh (only nodes) is used
v3f wield_scale;
/*
Item stack and interaction properties
*/
s16 stack_max;
bool usable;
bool liquids_pointable;
// May be NULL. If non-NULL, deleted by destructor
ToolCapabilities * tool_capabilities;
ItemGroupList groups;
SimpleSoundSpec sound_place;
f32 range;
// Client shall immediately place this node when player places the item.
// Server will update the precise end result a moment later.
// "" = no prediction
std :: string node_placement_prediction;
/*
Some helpful methods
*/
ItemDefinition ();
ItemDefinition ( const ItemDefinition & def);
ItemDefinition& operator =( const ItemDefinition & def);
~ ItemDefinition ();
void reset ();
void serialize ( std :: ostream & os, u16 protocol_version) const ;
void deSerialize ( std :: istream & is);
private :
void resetInitial ();
};
class IItemDefManager
{
public :
IItemDefManager (){}
virtual ~ IItemDefManager (){}
// Get item definition
virtual const ItemDefinition& get ( const std :: string & name) const = 0 ;
// Get alias definition
virtual std :: string getAlias ( const std :: string & name) const = 0 ;
// Get set of all defined item names and aliases
virtual std :: set< std :: string> getAll () const = 0 ;
// Check if item is known
virtual bool isKnown ( const std :: string & name) const = 0 ;
#ifndef SERVER
// Get item inventory texture
virtual video :: ITexture* getInventoryTexture ( const std :: string & name,
IGameDef * gamedef) const = 0 ;
// Get item wield mesh
virtual scene :: IMesh* getWieldMesh ( const std :: string & name,
IGameDef * gamedef) const = 0 ;
#endif
virtual void serialize ( std :: ostream & os, u16 protocol_version)= 0 ;
};
class IWritableItemDefManager : public IItemDefManager
{
public :
IWritableItemDefManager (){}
virtual ~ IWritableItemDefManager (){}
// Get item definition
virtual const ItemDefinition& get ( const std :: string & name) const = 0 ;
// Get alias definition
virtual std :: string getAlias ( const std :: string & name) const = 0 ;
// Get set of all defined item names and aliases
virtual std :: set< std :: string> getAll () const = 0 ;
// Check if item is known
virtual bool isKnown ( const std :: string & name) const = 0 ;
#ifndef SERVER
// Get item inventory texture
virtual video :: ITexture* getInventoryTexture ( const std :: string & name,
IGameDef * gamedef) const = 0 ;
// Get item wield mesh
virtual scene :: IMesh* getWieldMesh ( const std :: string & name,
IGameDef * gamedef) const = 0 ;
#endif
// Remove all registered item and node definitions and aliases
// Then re-add the builtin item definitions
virtual void clear ()= 0 ;
// Register item definition
virtual void registerItem ( const ItemDefinition & def)= 0 ;
// Set an alias so that items named <name> will load as <convert_to>.
// Alias is not set if <name> has already been defined.
// Alias will be removed if <name> is defined at a later point of time.
virtual void registerAlias ( const std :: string & name,
const std :: string & convert_to)= 0 ;
virtual void serialize ( std :: ostream & os, u16 protocol_version)= 0 ;
virtual void deSerialize ( std :: istream & is)= 0 ;
// Do stuff asked by threads that can only be done in the main thread
virtual void processQueue ( IGameDef * gamedef)= 0 ;
};
IWritableItemDefManager* createItemDefManager ();
#endif
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/*
Minetest
Copyright (C) 2013 celeron55, Perttu Ahola <celeron55@gmail.com>
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/
#include "lua_api/l_noise.h"
#include "lua_api/l_internal.h"
#include "common/c_converter.h"
#include "common/c_content.h"
#include "log.h"
#include "porting.h"
#include "util/numeric.h"
///////////////////////////////////////
/*
LuaPerlinNoise
*/
LuaPerlinNoise :: LuaPerlinNoise ( NoiseParams * params) :
np (* params)
{
}
LuaPerlinNoise ::~ LuaPerlinNoise ()
{
}
int LuaPerlinNoise :: l_get2d ( lua_State * L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoise * o = checkobject ( L, 1 );
v2f p = check_v2f ( L, 2 );
lua_Number val = NoisePerlin2D (& o-> np, p. X, p. Y, 0 );
lua_pushnumber ( L, val);
return 1 ;
}
int LuaPerlinNoise :: l_get3d ( lua_State * L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoise * o = checkobject ( L, 1 );
v3f p = check_v3f ( L, 2 );
lua_Number val = NoisePerlin3D (& o-> np, p. X, p. Y, p. Z, 0 );
lua_pushnumber ( L, val);
return 1 ;
}
int LuaPerlinNoise :: create_object ( lua_State * L)
{
NO_MAP_LOCK_REQUIRED;
NoiseParams params;
if ( lua_istable ( L, 1 )) {
read_noiseparams ( L, 1 , & params);
} else {
params. seed = luaL_checkint ( L, 1 );
params. octaves = luaL_checkint ( L, 2 );
params. persist = luaL_checknumber ( L, 3 );
params. spread = v3f ( 1 , 1 , 1 ) * luaL_checknumber ( L, 4 );
}
LuaPerlinNoise * o = new LuaPerlinNoise (& params);
*( void **)( lua_newuserdata ( L, sizeof ( void *))) = o;
luaL_getmetatable ( L, className);
lua_setmetatable ( L, - 2 );
return 1 ;
}
int LuaPerlinNoise :: gc_object ( lua_State * L)
{
LuaPerlinNoise * o = *( LuaPerlinNoise **)( lua_touserdata ( L, 1 ));
delete o;
return 0 ;
}
LuaPerlinNoise * LuaPerlinNoise :: checkobject ( lua_State * L, int narg)
{
NO_MAP_LOCK_REQUIRED;
luaL_checktype ( L, narg, LUA_TUSERDATA);
void * ud = luaL_checkudata ( L, narg, className);
if (! ud)
luaL_typerror ( L, narg, className);
return *( LuaPerlinNoise **) ud;
}
void LuaPerlinNoise :: Register ( lua_State * L)
{
lua_newtable ( L);
int methodtable = lua_gettop ( L);
luaL_newmetatable ( L, className);
int metatable = lua_gettop ( L);
lua_pushliteral ( L, "__metatable" );
lua_pushvalue ( L, methodtable);
lua_settable ( L, metatable);
lua_pushliteral ( L, "__index" );
lua_pushvalue ( L, methodtable);
lua_settable ( L, metatable);
lua_pushliteral ( L, "__gc" );
lua_pushcfunction ( L, gc_object);
lua_settable ( L, metatable);
lua_pop ( L, 1 );
luaL_openlib ( L, 0 , methods, 0 );
lua_pop ( L, 1 );
lua_register ( L, className, create_object);
}
const char LuaPerlinNoise :: className[] = "PerlinNoise" ;
const luaL_Reg LuaPerlinNoise :: methods[] = {
luamethod ( LuaPerlinNoise, get2d),
luamethod ( LuaPerlinNoise, get3d),
{ 0 , 0 }
};
///////////////////////////////////////
/*
LuaPerlinNoiseMap
*/
LuaPerlinNoiseMap :: LuaPerlinNoiseMap ( NoiseParams * params, s32 seed, v3s16 size)
{
m_is3d = size. Z > 1 ;
np = * params;
try {
noise = new Noise (& np, seed, size. X, size. Y, size. Z);
} catch ( InvalidNoiseParamsException & e) {
throw LuaError ( e. what ());
}
}
LuaPerlinNoiseMap ::~ LuaPerlinNoiseMap ()
{
delete noise;
}
int LuaPerlinNoiseMap :: l_get2dMap ( lua_State * L)
{
NO_MAP_LOCK_REQUIRED;
size_t i = 0 ;
LuaPerlinNoiseMap * o = checkobject ( L, 1 );
v2f p = check_v2f ( L, 2 );
Noise * n = o-> noise;
n-> perlinMap2D ( p. X, p. Y);
lua_newtable ( L);
for ( u32 y = 0 ; y != n-> sy; y++) {
lua_newtable ( L);
for ( u32 x = 0 ; x != n-> sx; x++) {
lua_pushnumber ( L, n-> result[ i++]);
lua_rawseti ( L, - 2 , x + 1 );
}
lua_rawseti ( L, - 2 , y + 1 );
}
return 1 ;
}
int LuaPerlinNoiseMap :: l_get2dMap_flat ( lua_State * L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoiseMap * o = checkobject ( L, 1 );
v2f p = check_v2f ( L, 2 );
bool use_buffer = lua_istable ( L, 3 );
Noise * n = o-> noise;
n-> perlinMap2D ( p. X, p. Y);
size_t maplen = n-> sx * n-> sy;
if ( use_buffer)
lua_pushvalue ( L, 3 );
else
lua_newtable ( L);
for ( size_t i = 0 ; i != maplen; i++) {
lua_pushnumber ( L, n-> result[ i]);
lua_rawseti ( L, - 2 , i + 1 );
}
return 1 ;
}
int LuaPerlinNoiseMap :: l_get3dMap ( lua_State * L)
{
NO_MAP_LOCK_REQUIRED;
size_t i = 0 ;
LuaPerlinNoiseMap * o = checkobject ( L, 1 );
v3f p = check_v3f ( L, 2 );
if (! o-> m_is3d)
return 0 ;
Noise * n = o-> noise;
n-> perlinMap3D ( p. X, p. Y, p. Z);
lua_newtable ( L);
for ( u32 z = 0 ; z != n-> sz; z++) {
lua_newtable ( L);
for ( u32 y = 0 ; y != n-> sy; y++) {
lua_newtable ( L);
for ( u32 x = 0 ; x != n-> sx; x++) {
lua_pushnumber ( L, n-> result[ i++]);
lua_rawseti ( L, - 2 , x + 1 );
}
lua_rawseti ( L, - 2 , y + 1 );
}
lua_rawseti ( L, - 2 , z + 1 );
}
return 1 ;
}
int LuaPerlinNoiseMap :: l_get3dMap_flat ( lua_State * L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoiseMap * o = checkobject ( L, 1 );
v3f p = check_v3f ( L, 2 );
bool use_buffer = lua_istable ( L, 3 );
if (! o-> m_is3d)
return 0 ;
Noise * n = o-> noise;
n-> perlinMap3D ( p. X, p. Y, p. Z);
size_t maplen = n-> sx * n-> sy * n-> sz;
if ( use_buffer)
lua_pushvalue ( L, 3 );
else
lua_newtable ( L);
for ( size_t i = 0 ; i != maplen; i++) {
lua_pushnumber ( L, n-> result[ i]);
lua_rawseti ( L, - 2 , i + 1 );
}
return 1 ;
}
int LuaPerlinNoiseMap :: l_calc2dMap ( lua_State * L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoiseMap * o = checkobject ( L, 1 );
v2f p = check_v2f ( L, 2 );
Noise * n = o-> noise;
n-> perlinMap2D ( p. X, p. Y);
return 0 ;
}
int LuaPerlinNoiseMap :: l_calc3dMap ( lua_State * L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoiseMap * o = checkobject ( L, 1 );
v3f p = check_v3f ( L, 2 );
if (! o-> m_is3d)
return 0 ;
Noise * n = o-> noise;
n-> perlinMap3D ( p. X, p. Y, p. Z);
return 0 ;
}
int LuaPerlinNoiseMap :: l_getMapSlice ( lua_State * L)
{
NO_MAP_LOCK_REQUIRED;
LuaPerlinNoiseMap * o = checkobject ( L, 1 );
v3s16 slice_offset = read_v3s16 ( L, 2 );
v3s16 slice_size = read_v3s16 ( L, 3 );
bool use_buffer = lua_istable ( L, 4 );
Noise * n = o-> noise;
if ( use_buffer)
lua_pushvalue ( L, 3 );
else
lua_newtable ( L);
write_array_slice_float ( L, lua_gettop ( L), n-> result,
v3u16 ( n-> sx, n-> sy, n-> sz),
v3u16 ( slice_offset. X, slice_offset. Y, slice_offset. Z),
v3u16 ( slice_size. X, slice_size. Y, slice_size. Z));
return 1 ;
}
int LuaPerlinNoiseMap :: create_object ( lua_State * L)
{
NoiseParams np;
if (! read_noiseparams ( L, 1 , & np))
return 0 ;
v3s16 size = read_v3s16 ( L, 2 );
LuaPerlinNoiseMap * o = new LuaPerlinNoiseMap (& np, 0 , size);
*( void **)( lua_newuserdata ( L, sizeof ( void *))) = o;
luaL_getmetatable ( L, className);
lua_setmetatable ( L, - 2 );
return 1 ;
}
int LuaPerlinNoiseMap :: gc_object ( lua_State * L)
{
LuaPerlinNoiseMap * o = *( LuaPerlinNoiseMap **)( lua_touserdata ( L, 1 ));
delete o;
return 0 ;
}
LuaPerlinNoiseMap * LuaPerlinNoiseMap :: checkobject ( lua_State * L, int narg)
{
luaL_checktype ( L, narg, LUA_TUSERDATA);
void * ud = luaL_checkudata ( L, narg, className);
if (! ud)
luaL_typerror ( L, narg, className);
return *( LuaPerlinNoiseMap **) ud;
}
void LuaPerlinNoiseMap :: Register ( lua_State * L)
{
lua_newtable ( L);
int methodtable = lua_gettop ( L);
luaL_newmetatable ( L, className);
int metatable = lua_gettop ( L);
lua_pushliteral ( L, "__metatable" );
lua_pushvalue ( L, methodtable);
lua_settable ( L, metatable);
lua_pushliteral ( L, "__index" );
lua_pushvalue ( L, methodtable);
lua_settable ( L, metatable);
lua_pushliteral ( L, "__gc" );
lua_pushcfunction ( L, gc_object);
lua_settable ( L, metatable);
lua_pop ( L, 1 );
luaL_openlib ( L, 0 , methods, 0 );
lua_pop ( L, 1 );
lua_register ( L, className, create_object);
}
const char LuaPerlinNoiseMap :: className[] = "PerlinNoiseMap" ;
const luaL_Reg LuaPerlinNoiseMap :: methods[] = {
luamethod ( LuaPerlinNoiseMap, get2dMap),
luamethod ( LuaPerlinNoiseMap, get2dMap_flat),
luamethod ( LuaPerlinNoiseMap, calc2dMap),
luamethod ( LuaPerlinNoiseMap, get3dMap),
luamethod ( LuaPerlinNoiseMap, get3dMap_flat),
luamethod ( LuaPerlinNoiseMap, calc3dMap),
luamethod ( LuaPerlinNoiseMap, getMapSlice),
{ 0 , 0 }
};
///////////////////////////////////////
/*
LuaPseudoRandom
*/
int LuaPseudoRandom :: l_next ( lua_State * L)
{
NO_MAP_LOCK_REQUIRED;
LuaPseudoRandom * o = checkobject ( L, 1 );
int min = 0 ;
int max = 32767 ;
lua_settop ( L, 3 );
if ( lua_isnumber ( L, 2 ))
min = luaL_checkinteger ( L, 2 );
if ( lua_isnumber ( L, 3 ))
max = luaL_checkinteger ( L, 3 );
if ( max < min) {
errorstream<< "PseudoRandom.next(): max=" << max<< " min=" << min<< std :: endl;
throw LuaError ( "PseudoRandom.next(): max < min" );
}
if ( max - min != 32767 && max - min > 32767 / 5 )
throw LuaError ( "PseudoRandom.next() max-min is not 32767"
" and is > 32768/5. This is disallowed due to"
" the bad random distribution the"
" implementation would otherwise make." );
PseudoRandom & pseudo = o-> m_pseudo;
int val = pseudo. next ();
val = ( val % ( max- min+ 1 )) + min;
lua_pushinteger ( L, val);
return 1 ;
}
int LuaPseudoRandom :: create_object ( lua_State * L)
{
NO_MAP_LOCK_REQUIRED;
u64 seed = luaL_checknumber ( L, 1 );
LuaPseudoRandom * o = new LuaPseudoRandom ( seed);
*( void **)( lua_newuserdata ( L, sizeof ( void *))) = o;
luaL_getmetatable ( L, className);
lua_setmetatable ( L, - 2 );
return 1 ;
}
int LuaPseudoRandom :: gc_object ( lua_State * L)
{
LuaPseudoRandom * o = *( LuaPseudoRandom **)( lua_touserdata ( L, 1 ));
delete o;
return 0 ;
}
LuaPseudoRandom * LuaPseudoRandom :: checkobject ( lua_State * L, int narg)
{
luaL_checktype ( L, narg, LUA_TUSERDATA);
void * ud = luaL_checkudata ( L, narg, className);
if (! ud)
luaL_typerror ( L, narg, className);
return *( LuaPseudoRandom **) ud;
}
void LuaPseudoRandom :: Register ( lua_State * L)
{
lua_newtable ( L);
int methodtable = lua_gettop ( L);
luaL_newmetatable ( L, className);
int metatable = lua_gettop ( L);
lua_pushliteral ( L, "__metatable" );
lua_pushvalue ( L, methodtable);
lua_settable ( L, metatable);
lua_pushliteral ( L, "__index" );
lua_pushvalue ( L, methodtable);
lua_settable ( L, metatable);
lua_pushliteral ( L, "__gc" );
lua_pushcfunction ( L, gc_object);
lua_settable ( L, metatable);
lua_pop ( L, 1 );
luaL_openlib ( L, 0 , methods, 0 );
lua_pop ( L, 1 );
lua_register ( L, className, create_object);
}
const char LuaPseudoRandom :: className[] = "PseudoRandom" ;
const luaL_Reg LuaPseudoRandom :: methods[] = {
luamethod ( LuaPseudoRandom, next),
{ 0 , 0 }
};
///////////////////////////////////////
/*
LuaPcgRandom
*/
int LuaPcgRandom :: l_next ( lua_State * L)
{
NO_MAP_LOCK_REQUIRED;
LuaPcgRandom * o = checkobject ( L, 1 );
u32 min = lua_isnumber ( L, 2 ) ? lua_tointeger ( L, 2 ) : o-> m_rnd. RANDOM_MIN;
u32 max = lua_isnumber ( L, 3 ) ? lua_tointeger ( L, 3 ) : o-> m_rnd. RANDOM_MAX;
lua_pushinteger ( L, o-> m_rnd. range ( min, max));
return 1 ;
}
int LuaPcgRandom :: l_rand_normal_dist ( lua_State * L)
{
NO_MAP_LOCK_REQUIRED;
LuaPcgRandom * o = checkobject ( L, 1 );
u32 min = lua_isnumber ( L, 2 ) ? lua_tointeger ( L, 2 ) : o-> m_rnd. RANDOM_MIN;
u32 max = lua_isnumber ( L, 3 ) ? lua_tointeger ( L, 3 ) : o-> m_rnd. RANDOM_MAX;
int num_trials = lua_isnumber ( L, 4 ) ? lua_tointeger ( L, 4 ) : 6 ;
lua_pushinteger ( L, o-> m_rnd. randNormalDist ( min, max, num_trials));
return 1 ;
}
int LuaPcgRandom :: create_object ( lua_State * L)
{
NO_MAP_LOCK_REQUIRED;
u64 seed = luaL_checknumber ( L, 1 );
LuaPcgRandom * o = lua_isnumber ( L, 2 ) ?
new LuaPcgRandom ( seed, lua_tointeger ( L, 2 )) :
new LuaPcgRandom ( seed);
*( void **)( lua_newuserdata ( L, sizeof ( void *))) = o;
luaL_getmetatable ( L, className);
lua_setmetatable ( L, - 2 );
return 1 ;
}
int LuaPcgRandom :: gc_object ( lua_State * L)
{
LuaPcgRandom * o = *( LuaPcgRandom **)( lua_touserdata ( L, 1 ));
delete o;
return 0 ;
}
LuaPcgRandom * LuaPcgRandom :: checkobject ( lua_State * L, int narg)
{
luaL_checktype ( L, narg, LUA_TUSERDATA);
void * ud = luaL_checkudata ( L, narg, className);
if (! ud)
luaL_typerror ( L, narg, className);
return *( LuaPcgRandom **) ud;
}
void LuaPcgRandom :: Register ( lua_State * L)
{
lua_newtable ( L);
int methodtable = lua_gettop ( L);
luaL_newmetatable ( L, className);
int metatable = lua_gettop ( L);
lua_pushliteral ( L, "__metatable" );
lua_pushvalue ( L, methodtable);
lua_settable ( L, metatable);
lua_pushliteral ( L, "__index" );
lua_pushvalue ( L, methodtable);
lua_settable ( L, metatable);
lua_pushliteral ( L, "__gc" );
lua_pushcfunction ( L, gc_object);
lua_settable ( L, metatable);
lua_pop ( L, 1 );
luaL_openlib ( L, 0 , methods, 0 );
lua_pop ( L, 1 );
lua_register ( L, className, create_object);
}
const char LuaPcgRandom :: className[] = "PcgRandom" ;
const luaL_Reg LuaPcgRandom :: methods[] = {
luamethod ( LuaPcgRandom, next),
luamethod ( LuaPcgRandom, rand_normal_dist),
{ 0 , 0 }
};
///////////////////////////////////////
/*
LuaSecureRandom
*/
bool LuaSecureRandom :: fillRandBuf ()
{
return porting :: secure_rand_fill_buf ( m_rand_buf, RAND_BUF_SIZE);
}
int LuaSecureRandom :: l_next_bytes ( lua_State * L)
{
NO_MAP_LOCK_REQUIRED;
LuaSecureRandom * o = checkobject ( L, 1 );
u32 count = lua_isnumber ( L, 2 ) ? lua_tointeger ( L, 2 ) : 1 ;
// Limit count
count = MYMIN ( RAND_BUF_SIZE, count);
// Find out whether we can pass directly from our array, or have to do some gluing
size_t count_remaining = RAND_BUF_SIZE - o-> m_rand_idx;
if ( count_remaining >= count) {
lua_pushlstring ( L, o-> m_rand_buf + o-> m_rand_idx, count);
o-> m_rand_idx += count;
} else {
char output_buf[ RAND_BUF_SIZE];
// Copy over with what we have left from our current buffer
memcpy ( output_buf, o-> m_rand_buf + o-> m_rand_idx, count_remaining);
// Refill buffer and copy over the remainder of what was requested
o-> fillRandBuf ();
memcpy ( output_buf + count_remaining, o-> m_rand_buf, count - count_remaining);
// Update index
o-> m_rand_idx = count - count_remaining;
lua_pushlstring ( L, output_buf, count);
}
return 1 ;
}
int LuaSecureRandom :: create_object ( lua_State * L)
{
LuaSecureRandom * o = new LuaSecureRandom ();
// Fail and return nil if we can't securely fill the buffer
if (! o-> fillRandBuf ()) {
delete o;
return 0 ;
}
*( void **)( lua_newuserdata ( L, sizeof ( void *))) = o;
luaL_getmetatable ( L, className);
lua_setmetatable ( L, - 2 );
return 1 ;
}
int LuaSecureRandom :: gc_object ( lua_State * L)
{
LuaSecureRandom * o = *( LuaSecureRandom **)( lua_touserdata ( L, 1 ));
delete o;
return 0 ;
}
LuaSecureRandom * LuaSecureRandom :: checkobject ( lua_State * L, int narg)
{
luaL_checktype ( L, narg, LUA_TUSERDATA);
void * ud = luaL_checkudata ( L, narg, className);
if (! ud)
luaL_typerror ( L, narg, className);
return *( LuaSecureRandom **) ud;
}
void LuaSecureRandom :: Register ( lua_State * L)
{
lua_newtable ( L);
int methodtable = lua_gettop ( L);
luaL_newmetatable ( L, className);
int metatable = lua_gettop ( L);
lua_pushliteral ( L, "__metatable" );
lua_pushvalue ( L, methodtable);
lua_settable ( L, metatable);
lua_pushliteral ( L, "__index" );
lua_pushvalue ( L, methodtable);
lua_settable ( L, metatable);
lua_pushliteral ( L, "__gc" );
lua_pushcfunction ( L, gc_object);
lua_settable ( L, metatable);
lua_pop ( L, 1 );
luaL_openlib ( L, 0 , methods, 0 );
lua_pop ( L, 1 );
lua_register ( L, className, create_object);
}
const char LuaSecureRandom :: className[] = "SecureRandom" ;
const luaL_Reg LuaSecureRandom :: methods[] = {
luamethod ( LuaSecureRandom, next_bytes),
{ 0 , 0 }
};